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This repository was archived by the owner on Oct 9, 2025. It is now read-only.
This repository was archived by the owner on Oct 9, 2025. It is now read-only.

Light bleed between surfaces etc #9

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@dsvensson

I've adapted your renderer to render Quake 1 BSP maps to preview what light settings look like during mapping compared to waiting for minutes for the lightmap generator to run (software raytracing via embree). Still a work in progress, I know this is a small one man show, but I have some naive questions.

  1. I'm drawing faces from the geometry found in the BSP map and with sunlight enabled I get light bleed at the edges between all surfaces where the other side is "the outside".

  2. I'm having problem positioning point lights, they all seem to end up at the same position. My shader-fu is kind of weak so I haven't found the reason for this. Either I'm not positioning the nodes correctly, or some link between light and node is not setup correctly, or positioning of point lights is not implemented? So just a sanity-check question if positioning of multiple point lights is supposed to work.

  3. Would be very nice if GLTF could be more separated from the geobuilder and related types, and all relevant fields be made public. Currently you pass in the gltf document to the asset_loader module. Think it would be nice if you split asset_loader into asset_loader_gltf or so, to be more generic. Hope to clean up my repo to show what changes I had to do to adapt this to Q1 BSP.

  4. Don't suppose you've experimented with adding OptiX or any other GPU based denoiser?

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